Item: Crown of the Companion
Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving more and more of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to Diplomacy checks.
Activate 2 (concentrate, manipulate)
Frequency once per day
Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast Share Life targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.
Trait Effects
Healing: A healing effect restores a creature’s body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Vitality: Effects with this trait heal living creatures with energy from the Forge of Creation, deal vitality energy damage to undead, or manipulate vitality energy. These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor vitality environmental damage. In the strongest areas of a vitality plane, they could take moderate or even major vitality damage instead. While this might seem safe for living creatures, vitality planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature’s temporary HP from a vitality plane ever exceeds its maximum HP, it explodes in a burst of overloaded vitality energy, spreading across the area to birth new souls.
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|---|---|---|
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| Enveloping Light (Greater) | 9 | Uncommon |
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| Bravery Baldric (Restoration, Greater) | 11 | Common |
| Jyoti's Feather (Greater) | 14 | Common |
| Infernal Health | 15 | Rare |
| Jyoti's Feather (Major) | 16 | Common |
| Aeon Stone (Crescent) | 6 | Uncommon |
| Aeon Stone (Gold Nodule) | 6 | Uncommon |
| Aeon Stone (Sprouting) | 6 | Uncommon |
| Aeon Stone (Western Star) | 6 | Uncommon |
| Bellflower Toolbelt | 6 | Rare |
| Bewitching Bloom (Magnolia) | 6 | Common |
| Bi-Resonant Wayfinder | 6 | Uncommon |
| Blast Foot | 6 | Common |
| Cassisian Helmet | 6 | Common |
| Charm of Resistance | 6 | Common |
| Choker of Elocution | 6 | Common |
| Chronicler Wayfinder | 6 | Uncommon |